Question about tekken
3D Kombat Klassics
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Question about tekken
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posted04/04/2008 08:33 PM (UTC)by
How exactly do you do the mishimas EWGF, explain as simple as possible, break it down, i think i know how to do kazuyas WGF, and ive done the EWGF inadvertantly a few times, but i have no clue.
if you know how to do this, please explain.
if you know how to do this, please explain.

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When you do the motion, you have to do d/f and 2 at the exact same time to get it off. A good tip to doing it is envisioning hitting 2 as you press down. Eventually, you'll figure out the timing on it, and they'll come out with ease.
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normal way to do it is by pressing f,n,d,d/f+2 but i think the best way to do EWGF is by going to the controller setting and put ur L1 as right punch which is 2, so instead of pressing f,n,d,d/f+triangle it would be f,n,d,d/f+L1, u'll find it much easier to perform. i know it sounds weird but it really worked for me, honestly i can't even do EWGF by pressing f,n,d,d/f+triangle but by pressing f,n,d,d/f+L1 i can do it 99% or even 100 % of the time. maybe its just me lol i dunno just try and let me know if it works for u. even for mka my buttons setting are not the same lol i changed my block to L1, change style is L2, pick weapon is R2 and so on.. there are few reasons for doing that lolz.
Shogun its about speed.
You MUST do:
f, d/f +2
REALLY REALLY FAST!
My suggestion, don't use it.
Kazuya's is the easiest of all that can at 5 frames,
BUT
Its extremely hard, hits high, will get you killed because while trying to bust it you'll get hit, and although its SUPER SAFE, doesn't give much more juggle damage than Kaz's normal juggles UNLESS YOUR REALLY GOOD.
All day online I see guys do one or two, then mess up the rest of the combo cuz they just pee'd their pants.
- But for some safe practice, try using it after Kaz's f+4 to stun and give you space, so if you mess up your good.
- Its also good for abusing wake-ups.
In reality its a great move. Its just risky if your not really that experienced or consistant at busting it. But you pick up quickly so you'll probably be fine.
Hope that helped.
You MUST do:
f, d/f +2
REALLY REALLY FAST!
My suggestion, don't use it.
Kazuya's is the easiest of all that can at 5 frames,
BUT
Its extremely hard, hits high, will get you killed because while trying to bust it you'll get hit, and although its SUPER SAFE, doesn't give much more juggle damage than Kaz's normal juggles UNLESS YOUR REALLY GOOD.
All day online I see guys do one or two, then mess up the rest of the combo cuz they just pee'd their pants.
- But for some safe practice, try using it after Kaz's f+4 to stun and give you space, so if you mess up your good.
- Its also good for abusing wake-ups.
In reality its a great move. Its just risky if your not really that experienced or consistant at busting it. But you pick up quickly so you'll probably be fine.
Hope that helped.

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Skuntac Wrote:
Shogun its about speed.
You MUST do:
f, d/f +2
REALLY REALLY FAST!
My suggestion, don't use it.
Kazuya's is the easiest of all that can at 5 frames,
BUT
Its extremely hard, hits high, will get you killed because while trying to bust it you'll get hit, and although its SUPER SAFE, doesn't give much more juggle damage than Kaz's normal juggles UNLESS YOUR REALLY GOOD.
All day online I see guys do one or two, then mess up the rest of the combo cuz they just pee'd their pants.
- But for some safe practice, try using it after Kaz's f+4 to stun and give you space, so if you mess up your good.
- Its also good for abusing wake-ups.
In reality its a great move. Its just risky if your not really that experienced or consistant at busting it. But you pick up quickly so you'll probably be fine.
Hope that helped.
Shogun its about speed.
You MUST do:
f, d/f +2
REALLY REALLY FAST!
My suggestion, don't use it.
Kazuya's is the easiest of all that can at 5 frames,
BUT
Its extremely hard, hits high, will get you killed because while trying to bust it you'll get hit, and although its SUPER SAFE, doesn't give much more juggle damage than Kaz's normal juggles UNLESS YOUR REALLY GOOD.
All day online I see guys do one or two, then mess up the rest of the combo cuz they just pee'd their pants.
- But for some safe practice, try using it after Kaz's f+4 to stun and give you space, so if you mess up your good.
- Its also good for abusing wake-ups.
In reality its a great move. Its just risky if your not really that experienced or consistant at busting it. But you pick up quickly so you'll probably be fine.
Hope that helped.
yes and i usually end up busting out a WGF, about 25% of the time ill get a EWGF, but i plan to practice it some more.
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Shogun Wrote:
question mortal.
whats n? lol
question mortal.
whats n? lol
"N"eutral I'm assuming which in Tekken they use * as a symbol for neutral.
It has nothing to do with speed per se.
You can do f (wait a little), and then the rest of the notation.
The best practice notation is: f,N,d,2~d/f
Out of Mist Step (Kazuya only): f,N,2~d/f
The idea is to move from "d" to "d/f" in 3 frames or less, and hit "d/f+2" simultaneously.
It's not something you'll master over a night but you'll get it eventually when you practice. Make sure that you practice on both sides as well.
Once you get it, move on to DEWGF (Dash EWGF = f,f,f,N,d,d/f+2) because that is probably going to be the most useful technique at high level matches to punish whiffs.
You can do f (wait a little), and then the rest of the notation.
The best practice notation is: f,N,d,2~d/f
Out of Mist Step (Kazuya only): f,N,2~d/f
The idea is to move from "d" to "d/f" in 3 frames or less, and hit "d/f+2" simultaneously.
It's not something you'll master over a night but you'll get it eventually when you practice. Make sure that you practice on both sides as well.
Once you get it, move on to DEWGF (Dash EWGF = f,f,f,N,d,d/f+2) because that is probably going to be the most useful technique at high level matches to punish whiffs.

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O.k well since this thread is still open I have one simple question...
What the fuck do these different phrases mean? I was looking at Lili combos on TekkenZaibatsu.com and I got confused as fuck! what the hell is a "WS" or a fuckin "WS3_CD3"??? "CH CD2_CH"??? I really need some help on these things.
What the fuck do these different phrases mean? I was looking at Lili combos on TekkenZaibatsu.com and I got confused as fuck! what the hell is a "WS" or a fuckin "WS3_CD3"??? "CH CD2_CH"??? I really need some help on these things.
WS = while standing. Go into crouch position (hold "d"), and then release it pressing a corresponding button to execute a while standing attack. Some people also refer to WS as WR (while rising).
Ex: Pick Devil Jin and do WS+2. Devil Jin will do a right uppercut that launches from the crouching position.
CD = crouch dash = f,N,d,d/f+ (insert attack). It is somewhat similar to Street Fighter's "shoryuken" motion.
Ex: Pick Devil Jin and do f,N,d,d/f+1. Devil Jin will do a big left uppercut.
CH = counter hit.
In Tekken, when certain attacks hit on counter, they usually give inescapable stuns along with other properties. This is real important to graps because in MK there are no extra properties given to counter attacks.
Ex: Pick Steve, go to practice and set the counter option "ON". Now do b+1~B. Turn the counter option "OFF" and do b+1~B again. Compare.
Ex: Pick Devil Jin and do WS+2. Devil Jin will do a right uppercut that launches from the crouching position.
CD = crouch dash = f,N,d,d/f+ (insert attack). It is somewhat similar to Street Fighter's "shoryuken" motion.
Ex: Pick Devil Jin and do f,N,d,d/f+1. Devil Jin will do a big left uppercut.
CH = counter hit.
In Tekken, when certain attacks hit on counter, they usually give inescapable stuns along with other properties. This is real important to graps because in MK there are no extra properties given to counter attacks.
Ex: Pick Steve, go to practice and set the counter option "ON". Now do b+1~B. Turn the counter option "OFF" and do b+1~B again. Compare.
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^^^^^Or another perfect example of a CH is Dragunov's D/B+3.
D/B+3 > all!!!
What's interesting is that I didn't know Dragunov's counter D/B+3 can be done while he's on the floor with his feet towards his opponent.
D/B+3 > all!!!
What's interesting is that I didn't know Dragunov's counter D/B+3 can be done while he's on the floor with his feet towards his opponent.

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m2dave Wrote:
WS = while standing. Go into crouch position (hold "d"), and then release it pressing a corresponding button to execute a while standing attack. Some people also refer to WS as WR (while rising).
Ex: Pick Devil Jin and do WS+2. Devil Jin will do a right uppercut that launches from the crouching position.
CD = crouch dash = f,N,d,d/f+ (insert attack). It is somewhat similar to Street Fighter's "shoryuken" motion.
Ex: Pick Devil Jin and do f,N,d,d/f+1. Devil Jin will do a big left uppercut.
CH = counter hit.
In Tekken, when certain attacks hit on counter, they usually give inescapable stuns along with other properties. This is real important to graps because in MK there are no extra properties given to counter attacks.
Ex: Pick Steve, go to practice and set the counter option "ON". Now do b+1~B. Turn the counter option "OFF" and do b+1~B again. Compare.
WS = while standing. Go into crouch position (hold "d"), and then release it pressing a corresponding button to execute a while standing attack. Some people also refer to WS as WR (while rising).
Ex: Pick Devil Jin and do WS+2. Devil Jin will do a right uppercut that launches from the crouching position.
CD = crouch dash = f,N,d,d/f+ (insert attack). It is somewhat similar to Street Fighter's "shoryuken" motion.
Ex: Pick Devil Jin and do f,N,d,d/f+1. Devil Jin will do a big left uppercut.
CH = counter hit.
In Tekken, when certain attacks hit on counter, they usually give inescapable stuns along with other properties. This is real important to graps because in MK there are no extra properties given to counter attacks.
Ex: Pick Steve, go to practice and set the counter option "ON". Now do b+1~B. Turn the counter option "OFF" and do b+1~B again. Compare.
Thank you because I was so damn lost when I went there

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Lol, Najee you never understood that before?
DevilJin Wrote:
Thank you because I was so damn lost when I went there
m2dave Wrote:
WS = while standing. Go into crouch position (hold "d"), and then release it pressing a corresponding button to execute a while standing attack. Some people also refer to WS as WR (while rising).
Ex: Pick Devil Jin and do WS+2. Devil Jin will do a right uppercut that launches from the crouching position.
CD = crouch dash = f,N,d,d/f+ (insert attack). It is somewhat similar to Street Fighter's "shoryuken" motion.
Ex: Pick Devil Jin and do f,N,d,d/f+1. Devil Jin will do a big left uppercut.
CH = counter hit.
In Tekken, when certain attacks hit on counter, they usually give inescapable stuns along with other properties. This is real important to graps because in MK there are no extra properties given to counter attacks.
Ex: Pick Steve, go to practice and set the counter option "ON". Now do b+1~B. Turn the counter option "OFF" and do b+1~B again. Compare.
WS = while standing. Go into crouch position (hold "d"), and then release it pressing a corresponding button to execute a while standing attack. Some people also refer to WS as WR (while rising).
Ex: Pick Devil Jin and do WS+2. Devil Jin will do a right uppercut that launches from the crouching position.
CD = crouch dash = f,N,d,d/f+ (insert attack). It is somewhat similar to Street Fighter's "shoryuken" motion.
Ex: Pick Devil Jin and do f,N,d,d/f+1. Devil Jin will do a big left uppercut.
CH = counter hit.
In Tekken, when certain attacks hit on counter, they usually give inescapable stuns along with other properties. This is real important to graps because in MK there are no extra properties given to counter attacks.
Ex: Pick Steve, go to practice and set the counter option "ON". Now do b+1~B. Turn the counter option "OFF" and do b+1~B again. Compare.
Thank you because I was so damn lost when I went there
I think Tekkenzaibatsu.com has a "Legend" guide when you click on any move list. That may help in the future. Otherwise, ask me.
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I don't understand why they call Eddy/Christie's D+3+4 relax. How hard is it to pronounce "negativa"? It's a simple Portuguese term!

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G_gamer07 Wrote:
I don't understand why they call Eddy/Christie's D+3+4 relax. How hard is it to pronounce "negativa"? It's a simple Portuguese term!
I don't understand why they call Eddy/Christie's D+3+4 relax. How hard is it to pronounce "negativa"? It's a simple Portuguese term!
Or how call Pauls qcf,2 "Deathfist." I guess they like to just confuse us so we can't figure what they're really talking about.
No one is trying to confuse you. Some moves have different names that may vary every Tekken game because the English translation might have been lost.
Also, "Magic 4" are your standard "4" kicks that are 10-11 frames depending on characters. Julia's 4, for example, is considered "magic" because it is 11 frames fast I believe. Nina has the same thing. The've been named "magic 4" because these kicks could counter EWGFs in Tekken Tag, and they still can in DR. Julia has probably the best one because when it counters you can get your usual 5-6 elbows.
Also, "Magic 4" are your standard "4" kicks that are 10-11 frames depending on characters. Julia's 4, for example, is considered "magic" because it is 11 frames fast I believe. Nina has the same thing. The've been named "magic 4" because these kicks could counter EWGFs in Tekken Tag, and they still can in DR. Julia has probably the best one because when it counters you can get your usual 5-6 elbows.

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m2dave Wrote:
No one is trying to confuse you. Some moves have different names that may vary every Tekken game because the English translation might have been lost.
Also, "Magic 4" are your standard "4" kicks that are 10-11 frames depending on characters. Julia's 4, for example, is considered "magic" because it is 11 frames fast I believe. Nina has the same thing. The've been named "magic 4" because these kicks could counter EWGFs in Tekken Tag, and they still can in DR. Julia has probably the best one because when it counters you can get your usual 5-6 elbows.
No one is trying to confuse you. Some moves have different names that may vary every Tekken game because the English translation might have been lost.
Also, "Magic 4" are your standard "4" kicks that are 10-11 frames depending on characters. Julia's 4, for example, is considered "magic" because it is 11 frames fast I believe. Nina has the same thing. The've been named "magic 4" because these kicks could counter EWGFs in Tekken Tag, and they still can in DR. Julia has probably the best one because when it counters you can get your usual 5-6 elbows.
thanks for the info...
speaking of EWGF and magic, When I was playing my brother, he Djin and I was Bruce, and somehow my ff2 beat his EWGF. How did that happen?
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